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* Boss you killed a child... AMAZING MISSION COMPL- * small patch fix other stuff later * More fixes to clicking on the dot * lwap scopes better / decativates on movement * Apply suggestions from code review Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * requested changes * lower speed by marms suggestion * scope keeps creeping * Apply suggestions from code review Co-authored-by: Farie82 <farie82@users.noreply.github.com> * henks changes * define --------- Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> Co-authored-by: Farie82 <farie82@users.noreply.github.com>
140 lines
4.4 KiB
Plaintext
140 lines
4.4 KiB
Plaintext
/obj/item/gun/blastcannon
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name = "pipe gun"
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desc = "A pipe welded onto a gun stock, with a mechanical trigger. The pipe has an opening near the top, and there seems to be a spring loaded wheel in the hole."
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icon_state = "empty_blastcannon"
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var/icon_state_loaded = "loaded_blastcannon"
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item_state = "blastcannon_empty"
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w_class = WEIGHT_CLASS_NORMAL
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force = 10
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fire_sound = 'sound/weapons/blastcannon.ogg'
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needs_permit = FALSE
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clumsy_check = FALSE
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var/obj/item/transfer_valve/bomb
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/obj/item/gun/blastcannon/Destroy()
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QDEL_NULL(bomb)
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return ..()
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/obj/item/gun/blastcannon/attack_self(mob/user)
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if(bomb)
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bomb.forceMove(user.loc)
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user.put_in_hands(bomb)
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user.visible_message("<span class='warning'>[user] detaches [bomb] from [src].</span>")
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bomb = null
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update_appearance(UPDATE_NAME|UPDATE_DESC|UPDATE_ICON_STATE)
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return ..()
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/obj/item/gun/blastcannon/update_name()
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. = ..()
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if(bomb)
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name = "blast cannon"
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else
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name = initial(name)
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/obj/item/gun/blastcannon/update_desc()
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. = ..()
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if(bomb)
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desc = "A makeshift device used to concentrate a bomb's blast energy to a narrow wave."
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else
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desc = initial(desc)
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/obj/item/gun/blastcannon/update_icon_state()
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if(bomb)
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icon_state = icon_state_loaded
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else
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icon_state = initial(icon_state)
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/obj/item/gun/blastcannon/attackby(obj/O, mob/user)
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if(istype(O, /obj/item/transfer_valve))
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var/obj/item/transfer_valve/T = O
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if(!T.tank_one || !T.tank_two)
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to_chat(user, "<span class='warning'>What good would an incomplete bomb do?</span>")
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return FALSE
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if(!user.drop_item())
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to_chat(user, "<span class='warning'>[T] seems to be stuck to your hand!</span>")
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return FALSE
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user.visible_message("<span class='warning'>[user] attaches [T] to [src]!</span>")
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T.forceMove(src)
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bomb = T
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update_appearance(UPDATE_NAME|UPDATE_DESC|UPDATE_ICON_STATE)
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return TRUE
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return ..()
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/obj/item/gun/blastcannon/proc/calculate_bomb()
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if(!istype(bomb)||!istype(bomb.tank_one)||!istype(bomb.tank_two))
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return 0
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var/datum/gas_mixture/temp = new() //directional buff.
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temp.volume = 60
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temp.merge(bomb.tank_one.air_contents.remove_ratio(1))
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temp.merge(bomb.tank_two.air_contents.remove_ratio(2))
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for(var/i in 1 to 6)
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temp.react()
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var/pressure = temp.return_pressure()
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qdel(temp)
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if(pressure < TANK_FRAGMENT_PRESSURE)
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return 0
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return (pressure / TANK_FRAGMENT_SCALE)
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/obj/item/gun/blastcannon/afterattack(atom/target, mob/user, flag, params)
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if((!bomb) || (!target) || (get_dist(get_turf(target), get_turf(user)) <= 2))
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return ..()
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var/power = calculate_bomb()
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QDEL_NULL(bomb)
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update_appearance(UPDATE_NAME|UPDATE_DESC|UPDATE_ICON_STATE)
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var/heavy = power * 0.2
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var/medium = power * 0.5
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var/light = power
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user.visible_message("<span class='danger'>[user] opens [bomb] on [user.p_their()] [name] and fires a blast wave at [target]!</span>","<span class='danger'>You open [bomb] on your [name] and fire a blast wave at [target]!</span>")
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playsound(user, "explosion", 100, 1)
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var/turf/starting = get_turf(user)
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var/turf/targturf = get_turf(target)
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message_admins("Blast wave fired from [ADMIN_COORDJMP(starting)] ([get_area_name(user, TRUE)]) at [ADMIN_COORDJMP(targturf)] ([target.name]) by [key_name_admin(user)] with power [heavy]/[medium]/[light].")
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log_game("Blast wave fired from ([starting.x], [starting.y], [starting.z]) ([get_area_name(user, TRUE)]) at ([target.x], [target.y], [target.z]) ([target]) by [key_name(user)] with power [heavy]/[medium]/[light].")
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var/obj/item/projectile/blastwave/BW = new(loc, heavy, medium, light)
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BW.preparePixelProjectile(target, get_turf(target), user, params, 0)
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BW.fire()
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/obj/item/projectile/blastwave
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name = "blast wave"
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icon_state = "blastwave"
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damage = 0
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nodamage = FALSE
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forcedodge = -1
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range = 150
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var/heavyr = 0
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var/mediumr = 0
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var/lightr = 0
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/obj/item/projectile/blastwave/New(loc, _h, _m, _l)
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..()
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heavyr = _h
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mediumr = _m
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lightr = _l
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/obj/item/projectile/blastwave/Range()
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..()
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var/amount_destruction = 0
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if(heavyr)
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amount_destruction = EXPLODE_DEVASTATE
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else if(mediumr)
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amount_destruction = EXPLODE_HEAVY
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else if(lightr)
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amount_destruction = EXPLODE_LIGHT
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if(amount_destruction && isturf(loc))
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var/turf/T = loc
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for(var/thing in T.contents)
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var/atom/AM = thing
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if(AM && AM.simulated)
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AM.ex_act(amount_destruction)
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CHECK_TICK
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T.ex_act(amount_destruction)
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else
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qdel(src)
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heavyr = max(heavyr - 1, 0)
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mediumr = max(mediumr - 1, 0)
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lightr = max(lightr - 1, 0)
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/obj/item/projectile/blastwave/ex_act()
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return
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